precision mediump float;
uniform sampler2D u_texture;
varying vec2 v_uv; 
varying float e_fog;
void main()
{
	vec4 fog=vec4(1.0,1.0,1.0,1.0);
	//gl_FragColor = texture2D(u_texture, v_uv); 
	vec4 frag=texture2D(u_texture, v_uv); 
	gl_FragColor=mix(frag,fog,e_fog);
}
